• 제목/요약/키워드: Human Motion

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시각 스크립트 기반 3차원 인체 동작 제어 시스템 (3D Human Motion Control System using Visual Script)

  • 차경애;김상욱
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제6권5호
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    • pp.536-542
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    • 2000
  • 본 논문은 제스춰를 이용하여 3차원 인체 모델의 동작을 지시하고 생성하는 시각 스크립트 언어를 제안한다. 인체와 같은 다관절체의 동작 생성을 위해서는 일반적으로 많은 세부적 작업과 전문성을 요구한다. 그러나 동작의 추상적 의미 전달을 통한 동작 생성이 가능하다면 동작 생성을 위한 작업량의 감소와 더불어 동작 시나리오 작성이 보다 용이할 것이다. 본 논문에서 제시하는 시각 스크립트는 실생활에서 손짓을 이용한 제스춰로 의미를 전달하는 것처럼 동작의 종류와 방향, 경로 등을 지시학 위해서 마우스 드래깅으로 입력되는 궤적이다. 따라서 시각 스크립트를 이용하면 동작의 의미적 기술이 가능하며 동작 경로 등의 공간적 속성을 시각적으로 부여할 수 있다. 그리고 동작 대상이 되는 신체 부위나 드래킹 속도 등의 제약 조건을 이용하여 동일한 형태의 시각 스크립트로도 다양한 인체 동작을 지시할 수 있도록 하였다. 이러한 시각 스크립트를 이용한 인체 동작 제어 시스템의 구현을 통해서 보다 직관적인 시각 제스춰를 통한 동작 제어가 가능함을 보인다.

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사람의 머리 모션 인식을 이용한 게임 인터페이스 구현 (Implementation of Game Interface using Human Head Motion Recognition)

  • 이사무엘;이창우
    • 한국산업정보학회논문지
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    • 제19권5호
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    • pp.9-14
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    • 2014
  • 최근 컴퓨터 비젼이나 게임과 같은 분야에서 사람의 모션을 이용한 다양한 콘텐츠들이 개발되고 있다. 모션을 이용하여 콘텐츠를 제작하거나 응용프로그램을 개발하게 되면, 사용자는 게임이나 콘텐츠에 더욱 몰입감을 느낄 수 있고, 그에 따른 콘텐츠 사용의 만족도가 향상된다. 본 논문에서는 웹 카메라를 이용해서 캡처한 영상으로부터 모션을 인식하고, 이를 별도의 장비 없이 게임의 인터페이스로 활용할 수 있는 방법을 개발한다. 제안된 방법은 MHI(Motion History Image)와 피부색 검출 결과를 결합하여 입력영상으로부터 사람의 머리 부분을 분할하고, MHI 시퀀스(Sequence)를 이용하여 방향과 이동거리를 계산한다. 실험결과에서 제안된 사람의 머리 모션 인식 결과를 실제 게임에 적용하여 게임 캐릭터를 제어하기 위해 사용하였다. 제안된 방법은 사용자의 몰입감 정도를 향상시킬 수 있음을 증명하였고, 그로인해 기능성 게임의 사용자 인터페이스로의 가능성을 확인하였다.

Underlying Control Strategy of Human Leg Posture and Movement

  • Park, Shinsuk
    • Journal of Mechanical Science and Technology
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    • 제18권4호
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    • pp.649-663
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    • 2004
  • While a great number of studies on human motor control have provided a wide variety of viewpoints concerning the strategy of the central nervous system (CNS) in controlling limb movement, none were able to reveal the exact methods how the movement command from CNS is mapped onto the neuromuscular activity. As a preliminary study of human-machine interface design, the characteristics of human leg motion and its underlying motor control scheme are studied through experiments and simulations in this paper. The findings in this study suggest a simple open-loop motor control scheme in leg motion. As a possible candidate, an equilibrium point control model appears consistent in recreating the experimental data in numerical simulations. Based on the general leg motion analysis, the braking motion by the driver's leg is modeled.

Motion Capture of the Human Body Using Multiple Depth Sensors

  • Kim, Yejin;Baek, Seongmin;Bae, Byung-Chull
    • ETRI Journal
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    • 제39권2호
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    • pp.181-190
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    • 2017
  • The movements of the human body are difficult to capture owing to the complexity of the three-dimensional skeleton model and occlusion problems. In this paper, we propose a motion capture system that tracks dynamic human motions in real time. Without using external markers, the proposed system adopts multiple depth sensors (Microsoft Kinect) to overcome the occlusion and body rotation problems. To combine the joint data retrieved from the multiple sensors, our calibration process samples a point cloud from depth images and unifies the coordinate systems in point clouds into a single coordinate system via the iterative closest point method. Using noisy skeletal data from sensors, a posture reconstruction method is introduced to estimate the optimal joint positions for consistent motion generation. Based on the high tracking accuracy of the proposed system, we demonstrate that our system is applicable to various motion-based training programs in dance and Taekwondo.

Robot Ergonomic에 의한 로보트의 동작제어 개선에 관한 연구 (A study on an improvement of the robot motion control by the robot ergonomics)

  • 이순요;권규식
    • 대한인간공학회지
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    • 제8권2호
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    • pp.19-26
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    • 1989
  • This study, as a part of integrated human-robot ergonomics, improves the robot motion control on the robot task in the TOES/WCS whose purpose is improving the teaching task constructed in the previous study. First, the updated combined fuzzy process using a new membership function with Weber's law is constructed for the purpose of coordinate reading of the end points in the macro motion control. Second, an algorithm using the geometric analysis is desinged in order to calculate position values and posture values of the robot joints. Third, the MGSLM method is designed to remove unnecessary the robot motion control caused by the GSLM method in the micro motion control. Consequently, proposed methods in this study lessen burdcn of a human of an improvement of the robot motion control and reduce the teaching time of a human operator and inaccuracy of the teaching task, which contribute to the integrated human-robot ergonomics.

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A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

움직임 벡터와 GPU를 이용한 인간 활동성 분석 (Analysis of Human Activity Using Motion Vector and GPU)

  • 김선우;최연성
    • 한국전자통신학회논문지
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    • 제9권10호
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    • pp.1095-1102
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    • 2014
  • 본 논문에서는 실시간 감시 시스템에서 인간의 활동성을 분석하기 위하여 움직임 벡터를 사용하며, 고속연산에 GPU를 활용한다. 먼저 가장 중요한 부분인 전경으로부터 적응적 가우시안 혼합기법, 두드러진 움직임을 위한 가중치 차영상 기법, 움직임 벡터를 이용하여 인간이라고 판단되는 블랍을 검출하고, 추출된 움직임 벡터를 이용하여 사람의 활동성을 분석한다. 본 논문에서는 사람의 행동을 크게 {Active, Inactive}, {Position Moving, Fixed Moving}, {Walking, Running}의 세 가지 메타 클래스로 분류하고 인식하였다. 실험을 위해서 약 300개의 상황을 연출하였으며, 약 86%~98% 의 인식률을 보였다. 또한 $1920{\times}1080$ 크기 영상에서 CPU 기반은 4.2초 정도 걸렸는데, GPU 기반에서는 0.4초 이내로 빨라진 결과를 얻었다.

A Triboelectric Nanogenerator Design for the Utilization of Multi-Axial Mechanical Energies in Human Motions

  • Ryoo, Hee Jae;Lee, Chan Woo;Han, Jong Won;Kim, Wook;Choi, Dukhyun
    • 센서학회지
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    • 제29권5호
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    • pp.312-322
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    • 2020
  • As the use of mobile devices increase, there is public interest in the utilization of the human motion generated mechanical energy. The human motion generated mechanical energies vary depending on the body region, type of motion, etc., and an appropriate device has to be designed to utilize them effectively. In this work, a device based on the principles of triboelectric generation and inertia was assessed in order to utilize the multi-axial mechanical energies generated by human motions. To improve the output performance we confirm the changes in the output that vary with the structural design, the reasons for such changes, and variations in performance based on the parts of the human body. In addition, the level of electrical energy generated based on motion type was measured; a maximum voltage of 30 V and a current of 2 ㎂ were generated. Finally, the proposed device was utilized in LEDs used for lighting, thus demonstrating that multi-axial mechanical energies can be harvested effectively. Based on the results, we expect that the developed device can be utilized as a sensor to detect mechanical energies, to sense changes in motion, or as a generator for auxiliary power supply for mobile devices.

MPEG-4 SNHC 표준을 따르는 3차원 애니메이션 시스템의 구현 (Implementation of A 3-D Animation System Based on The MPEG-4 SNHC Standard)

  • 윤승욱;안정환;전정희;호요성
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(4)
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    • pp.129-132
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    • 2002
  • In this paper, we propose a 3-D animation system to track and analyze motion of the human object. The proposed system consists of two separate layers: motion analysis layer and 3-D model registration layer. Following the MPEG-4 SNHC standard, we generate object motion using body definition and animation parameters. In the implemented system, we acquire human motion data from a single camera and extract body definition parameters from arbitrary VRML human models.

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지능 접속을 위한 인체 운동 포착 및 재현 시스템 (A motion capture and mimic system for intelligent interactions)

  • 윤중선
    • 제어로봇시스템학회논문지
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    • 제5권5호
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    • pp.585-592
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    • 1999
  • A new paradigm of technology, based on the overall interactions of technology, human and environment, is explored. History of technology and machines is reviewed in terms of the interactions of human and machines. Two main concepts of intelligent interactions proposed, holism and embodiment, are based on the interactions of machines and human through human body : Korperlichkeit ( corporeality). Human body movements are the result of long periods of evolution and, thus, are very optimized motions. Complicated and flexible motions could be easily achieved by mimicking human body movements. Motion capture and mimic systems based on the electromagnetic, visual, and gyroscopic type trackers, are being implemented to demonstrate these concepts. Also, various motion mappings are investigated on these interactive systems. By exploring a new paradigm of technology through Korperlichkeit, an oriental view of technology as relativities may evolve to embrace the limitations of western view of machines as an absolute independent form.

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